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Blades of Time

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Blades of Time: Limited Edition announced ... seriously


Apr 27
// Jim Sterling
If you thought the intense Blades of Time saga was over just because we finally got a copy and were able to review it, think again. In astounding news, it seems that an honest-to-God Limited Edition version is on its way to P...
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Jimquisition: Konami


Mar 28
// Jim Sterling
There's something very messed up going down at Konami. Nobody knows for sure what it is, but the results are there for all to see. You might not have realized quite how bad Konami's behavior has been over the past year, but ...

Review: Blades of Time

Mar 22 // Jim Sterling
Blades of Time (PlayStation 3, Xbox 360 [reviewed])Developer: Gaijin EntertainmentPublisher: KonamiRelease: March 6, 2012MSRP: $39.99 Famous treasure hunter Ayumi, having traded in her thong for some hotpants and her American accent for a British one, is doing some things in a place when something happens, before she gets transported to a place called Dragon Land for some reason. Once there, she has to do some other things to something before something else happens. In case you haven't guessed it, the plot is about as detailed as it is sensible. I still can't quite work out why Ayumi thought the bad guy was a good guy when he was established as her enemy at the very beginning of the game. Perhaps I'm not supposed to understand.  The ludicrous story might make no sense but at least it's the first clue that Gaijin is actually trying to make a real videogame this time. While X-Blades was merely a set of vapid arenas with no sense of cohesion, Blades of Time attempts a sense of pacing, with fully designed levels through which the narrative weaves. Such a concept is rudimentary stuff for most videogames, but given Gaijin's prior efforts, it's a dramatic step forward for the series. It feels like more than a series of amateur third-person Unreal mods, which is a nice improvement. Blades of Time's combat system is of the stereotypical hack n' slash variety, with Ayumi dodging, blocking, and button mashing her way through most battles. Simply hammering the attack button will see our outgoing protagonist whirl about at a dizzying pace, while more damaging magical attacks are unlocked throughout the game, performed via simple two-button combos. With a click of the right stick, Ayumi can switch to projectile mode, starting with a rifle and upgrading to a machine gun, which can take down flying opponents and thin the ranks of oncoming monsters before they reach melee range. Finally, there's a lock-on system which allows players to dash straight to an opponent. If it happens to be a flying creature, Ayumi will cling on and attack for a limited while -- a cool idea, though poorly implemented as Ayumi will undefended damage while dashing, and many aerial creatures are positioned over deceptive death drops.  [embed]224347:43142[/embed] The action is adequate for some shallow hacking fun, but it does suffer from an inelegance that makes the game much harder than it has to be. Ayumi is absolutely terrible at defending. Her blocks are inefficient, she can take damage while dodging, and the enemies are not only numerous, but capable of fighting through the player's combos. Even the most common opponents can chew obscene amounts out of Ayumi's health bar and she has absolutely zero defense against ranged attackers, of which there are tons. It's an outmoded approach to challenge, where difficulty is determined simply by how lucky the player is to survive a ton of garbage thrown his or her way, rather than actual skill. Expect to use the regenerating heal command plenty of times, and don't forget to exploit the pathetic enemy A.I. by standing in any available doorways. Monsters can't seem to understand that approach, and will often harmlessly attempt to trudge through walls while you shoot them to bits.  Blades of Time creates an artificial challenge through overwhelming assault, but players aren't completely helpless. Early in the game, Ayumi obtains a "rewind" ability, allowing her to turn back time. Once time is reversed, a clone of Ayumi will appear and recreate her past actions, while the player is free to do something else. This can be done multiple times to create a small army of clones, all doing whatever the player did before their last rewind. You can use clones to distract enemies, tackle multiple foes at once, or simply deal huge amounts of damage to a single target. By far my favorite use of the power is to create copies of Ayumi firing her machine gun at an incoming crowd of monsters, thereby creating a wall of bullets that decimates a force before it can even get near.  There are some puzzles that make use of the rewind ability, but they're all fairly simple and repeated far too many times. They mostly consist of cloning Ayumi to stand on various pressure pads to keep doors open or activate platforms. There is one rather cool boss fight in which players must trap a creature in a QTE sequence, rewind the event, and then destroy the regenerating health tank on its back while it's defenseless. It's a neat idea, and highlights the potential of the rewind ability, but it's never developed beyond that one circumstance. The boss later becomes a regular enemy, and further uses of time travel consist solely of pressure puzzles or spamming the power to make fights more fair.  Some of the puzzles, while still simple in concept, can be a bit more intricate. However, they'd all be very easy if the game was ever good at telling the player what it wants. Ayumi is followed by a fiery woman who dispenses advice on how to approach certain challenges, but she's so dismissively vague that it's sometimes difficult to work out exactly what the game expects of the player. One of her clues to a puzzle that's stumped a lot of players is -- and I'm not joking -- "Try sorting it out." That is how the game advises the player to approach a puzzle with a concept never seen in the game before or after. Just try sorting it out. The trouble is, once players do work it out, it's always insultingly easy. It's almost as if the in-game advice is purposefully designed to throw players off the scent and trick them into thinking a puzzle's more complex than it is, just to keep them there longer. One other thing I find disagreeable is the lack of fluidity to Ayumi's movements. Every time she stops attacking, whenever she jumps, and following each dodge, Ayumi has to stop and transition into regular movement. I find it quite irritating when games insist on this kind of stuttered shift between attacking and walking, and it's especially noticeable in this case and I felt I had to make mention of it somewhere. Although severely irritating at regularly intervals, there's still a perverse amount of fun to be had with Blades of Time. When luck is on the player's side, battles can be surprisingly engaging and entertaining, especially when the clones behave as intended and humiliate the enemy forces. It doesn't always work that way, as the enemies aren't shy of changing their actions after they've stopped rewinding, but the frustration can be worth it for those times when it works. The campaign, clocking in at your average six-to-eight hours, is pretty good at providing some disposable merriment, and there are some neat hidden treasure items to unlock that boost Ayumi's skills. At the very least, it's nice to see that Gaijin really did try this time. Amazingly, Blades of Time sports a multiplayer mode, which can be played either competitively or cooperatively. Conquest mode is a series of battles between two sides, in which players must defend a series of pillars from attack, while destroying the pillars of the opposition. The game is won when all the pillars, and the team's magical tree, are eliminated. The mode can be played solo, which is a good thing given the fact that literally nobody is online. It's almost adorable how hard Gaijin tried, though. There's a leveling system, multiple characters and unlockable costumes. Conquest really tries to be a fully realized online complement to the package, but all that effort has gone thoroughly to waste.  As you may expect, this isn't the prettiest game on the market. Graphics are simplistic, but colorful, and there's some nice designs in both the creatures and environments. The voice acting is universally dreadful, and some of the characters responsible for the most exposition have distorting vocal effects piled onto their speech, making them almost impossible to understand. At the end of the day, it's a budget game, and you get what you expect.  Blades of Time isn't a very good game. It's sloppy, cheap, and the one central gimmick is exploited to weary degrees. Nevertheless, it still carries itself with a sense of sincerity that I find utterly charming, and its simplistic combat system is perfectly capable of providing some basic thrills. While I wouldn't recommend a purchase even at its budget price, I'd say hack n' slash fans would do well to rent it for a weekend's pleasure. It might even be worth keeping if you can find a price closer to twenty dollars than forty. You won't fall in love with the thing, but once you've beaten it, you'll at least be able say, "Yeah ... that wasn't awful. Sometimes it was pretty neat."
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You've got to give Gaijin Entertainment some credit. The Russian studio has no reputation for creating good games, and 2009's X-Blades was particularly mediocre. Despite this, Gaijin just keeps on plugging and is ev...


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Blades of Time update: Mission Successful


Mar 11
// Jim Sterling
We did it, guys!
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Blades of Time update: Konami has ANNOUNCED the game!


Mar 09
// Jim Sterling
In a BREAKING Blades of Time update, publisher Konami has just announced the game, despite it allegedly releasing three days ago. According to the company, the game is now officially available. Perhaps that means more than Ne...
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Blades of Time update: there's a copy in New Jersey!


Mar 09
// Jim Sterling
Destructoid's intense journalistic coverage of Blades of Time continues, with news that a physical copy of the game has been traced to the East Coast. I swung by my local GameStop to see if it had anything, and was informed t...
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Blades of Time's producer can't find his own game


Mar 08
// Jim Sterling
I've made it a personal mission to excessively cover Blades of Time for no other reason than I find Konami's lack of marketing utterly fascinating. The game allegedly launched yesterday, but you'll be lucky if you can find a ...
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Fun facts about X-Blades followup Blades of Time


Feb 29
// Jim Sterling
I've been chatting with Anthony DeCicco from The Gamers Hub, who apparently has as soft a spot in his heart as I do for X-Blades and its associated games. Following the release of this weeks' Blades of Time trailer, DeCi...
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X-Blades sequel Blades of Time out March 6


Feb 28
// Jim Sterling
I will be perfectly honest -- I had no idea this was a thing. It seems beyond comprehension that X-Blades would actually manage to get a sequel, but it seems that Konami has picked the title up from the ashes of Southpeak an...

Preview: Play with yourself in Blades of Time

Feb 09 // Ryan Perez
Blades of Time (PlayStation 3, Xbox 360)Developer: Gaijin EntertainmentPublisher: KonamiRelease: March 6, 2012 Sorry, no science here I hate to burst this bubble early on, but Blades of Time's narrative doesn't seem to be much about actual time travel. Any geeks who are expecting the obligatory pulp sci-fi to accompany this tale will be a bit disappointed. As time travel is just a gameplay mechanic, its role in the overall story is nothing more than a wizard's wand or a Jedi's Force -- a useful tool but not the main focus. Gamers will take on the role of Ayumi, a loathingly attractive woman who finds herself conveniently trapped on an island riddled with conflict and turmoil. While in the middle of a clash between the island's inhabitants and some ambiguous evil, Ayumi begins to uncover and harness the secret powers that the island holds in order to escape. It's a bit of a bummer that Gaijin Entertainment (yes, that's their name) decided to go with a fantasy approach, rather than feature the expected sci-fi themes, but ... well, if you're not necessarily interested in the fine details of time travel, perhaps the narrative could grow on you. To be real, it's got a hot woman with minimal clothing and large cutlery; nobody's expecting H.G. Wells here, obviously. Two heads are better than one This is the interesting part: the time-travel mechanic. While Ayumi hacks away at her enemies in the oh-so-popular God of War fashion, she can rewind the action to give herself a nice advantage. This isn't Prince of Persia: The Sands of Time logic, though, where the player is forced backwards with the flow of time. Instead, time rewinds around the player, and they witness an alternate version of themselves being affected by it. Think of it as The Time Machine versus Back to the Future. In the former, the "Time Traveler" himself moves within a single dimension of time and space, whereas in the latter, Marty McFly finds himself in alternate universes where different versions of himself exist. What does this mean in terms of Blades of Time's gameplay? Once you've turned the clock back a bit, players get to fight alongside that alternate version of themselves until that moment they decided to go back. This means using that older version of Ayumi as a second pair of blades, or even a nifty distraction at times. Some enemies are so swift that circling around them to hit the weak spot on their back is impossible. Reversing everything a few seconds gives "Ayumi A" the opportunity to circle around the enemy, all while it's hacking away at the front by "Ayumi B." I was quite surprised by how well this mechanic worked. From a design perspective, I couldn't imagine how much of a pain it must have been to program and implement it into the game. When I asked Gaijin Entertainment co-founder Anton Yudintsev about it, he merely answered, "It's actually more difficult to design a concept than it is to make it." Well I'll be damned; I learn something new every day in this industry. A multi-dimensional ... MOBA? Yep, Blades of Time features a mode much like League of Legends or Defense of the Ancients, known as "Outbreak Mode." Basically, players can face off against each other or computer opponents; both sides are given a few lines of turrets and a steady supply of spawning minions. The goal: destroy the enemy's main tower. I was a little perplexed when I was first told about this mode. Once I played it, though, I actually enjoyed it. Any fans of MOBA games (I myself am addicted to League of Legends) will feel right at home, as the same rules apply in Outbreak Mode. For example: turrets will attack you unless you let minions rush in first, and players are even given their pick of two special abilities with their own cooldown times. Part of me wonders what fans of this genre will quit their actual MOBA games for Blades. The mode is pretty fun, and the third-person perspective is an interesting twist on the genre, but it still is a bit too simple. Then again, MOBA games aren't exactly rocket science, themselves. Perhaps some people will love the shit out of Outbreak Mode. I certainly enjoyed it. Time is on our side I won't lie, Blades was nothing like what I expecting; the fighting mechanics are deep and fairly intuitive; the weapon selection is considerable; and taking advantage of time is a fun addition to the gameplay. All that's left is for me to have more than an hour with the game, then I can make some real judgments. If you dig straight fantasy, fast combat and amusing gameplay features, then you should keep an eye on Blades on Time. Doubling the attractive protagonist is an enticing concept, after all.
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Geeks seem to love screwing with natural order. Whether it's by creating biological weapons that breed a form of undead human, or by using ugly '80s cars to go back in time and narrowly escape sex with a younger version of th...


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